Great presentation. I cannot comment on the build itself since I haven't played in a while, but this is how builds should be presented, with links to the respective skills, alternatives and itemization comments, instead of a youtube video with 0 text. Cudos to you.

Although for different reasons, I do agree that the forced rotation and hard caps could have been done differently. I feel like both of these systems are there to prevent abusing the overpowered stats. It's not like you can nef crit chance to something like "+0.05%", that just feels incredibly inconsecuential, so you need some sort of restriction. I just think you can achieve that restriction much better with diminishing returns, using an asymptotic distribution.

Say the crit chance cap from paragon levels is currently 20. Instead of each level giving 0.5% and caping it at 40 points, make each level give you 5% of whatever is left until 20 or 25. That way, if you want to dump all yout points into crit chance, you can and you'll never exceed the cap, but maybe you'll rethink it when the next point only gives you like +0.001.

This does have the problem of "Use your points homogeneously for the best return," and is maybe too complicated for the general player, but I think it's a much more elegant solution.

Then, we could add "Rune Superextensions" that extend on the extentions of the runes of the skills of each class. I'm sorry, but your idea is exactly the same as skill runes, only one step further. Might as well have 25 runes for each skill.

I've been rooting for multiple Hydras since day 1... They showed a wand that had a chance of spawning an Hydra when an enemy died. That was cool, but there's no point in having a field of Hydras when everything is already dead.